#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 textureCoordinate;
uniform sampler2D inputTexture;
uniform float scale;
void main() {
vec2 uv = textureCoordinate.xy;
// 将纹理坐标中心转成(0.0, 0.0)再做缩放
vec2 center = vec2(0.5, 0.5);
uv -= center; uv = uv / scale;
uv += center;
gl_FragColor = texture2D(inputTexture, uv);
}
